/*
 ------------------------------------------------------------------------------
 Copyright (C) 2013 Eternal Games.

 This file is part of the GLQuake source code.

 The GLQuake source code is free software; you can redistribute it and/or
 modify it under the terms of the GNU General Public License as published by
 the Free Software Foundation; either version 2 of the License, or (at your
 option) any later version.

 The GLQuake source code is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
 or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU General Public License for
 more details.

 You should have received a copy of the GNU General Public License along with
 the GLQuake source code; if not, write to the Free Software Foundation, Inc.,
 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
 ------------------------------------------------------------------------------
*/


//
// sg_projectile.cpp - projectiles management
//

// NOTE:
// - do we handle brass (shells) here?


#include "sg_local.h"


/*
 ==================

 ==================
*/
static void SG_ShellProjectile (etEntity *self){

}

/*
 ==================

 ==================
*/
static void SG_SpikeProjectile (etEntity *self){

}

/*
 ==================

 ==================
*/
static void SG_GrenadeProjectile (etEntity *self){

}

/*
 ==================

 ==================
*/
static void SG_RocketProjectile (etEntity *self){

}

/*
 ==================

 ==================
*/
static void SG_LightningProjectile (etEntity *self){

}

/*
 ==================

 ==================
*/
static void SG_GibProjectile (etEntity *self){

}

/*
 ==================
 SG_FireProjectile
 ==================
*/
void SG_FireProjectile (projectileType_t type, etEntity *self, int damage){

	switch (type){
	case PT_SHELL:
		SG_ShellProjectile(self);
		break;
	case PT_SPIKE:
		SG_SpikeProjectile(self);
		break;
	case PT_GRENADE:
		SG_GrenadeProjectile(self);
		break;
	case PT_ROCKET:
		SG_RocketProjectile(self);
		break;
	case PT_LIGHTNING:
		SG_LightningProjectile(self);
		break;
	case PT_GIB:
		SG_GibProjectile(self);
		break;
	default:
		G_Error("SG_FireProjectile: bad type");
	}
}